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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About DevLiquidKnight

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  1. You are trying to make an object move back and forth smoothly? Have you heard of interpolation functions? http://sol.gfxile.net/interpolation/
  2. I could put them in any format something like blender supports? I was hoping to just use obj file format if possible. And you are right its a very large matrix hence why I would like to automate this process. I can see how to iterate through the matrix but the "is there a edge" question seems hardest to me.
  3. Basically if two vertices share the same edge the matrix entry would contain a 1 otherwise it would contain 0. Not much different then that used for a graph algorithm. I realize this isn't very common request I just wondered if anyone has any idea how I could go about doing this.
  4. Is there any file format or way to export the adjacency matrix describing the connectivity of vertices? Or is there any way I can do this easily?
  5. This seems appropriate: http://thatsmathematics.com/mathgen/
  6. Could rephrase the question I guess, what book could you not live without?
  7. This is an extremely hypothetical question, but I felt it might make for an interesting topic.   If you were stuck on an island and for, some reason wanted to bring a computer science (type of) book. In addition, were limited to bringing one, what would it be and why?
  8. You should probably first know that facial recognition is not something that I would classify as "simple."   However, I would recommend you start looking into some of the methods such as eigenfaces. This might help: http://www.face-rec.org/algorithms/PCA/jcn.pdf   Eigenfaces are probably the easiest method for you to implement.
  9. I figured you were thinking as much. I should of been more clear, approximation algorithms isn't a lot to go on I guess. No harm done, I just hope someone has a suggestion .
  10. I am sure this is useful, but I am having a hard time seeing how this is related to this: http://en.wikipedia.org/wiki/Approximation_algorithm   The idea of approximating solutions to NP Hard problems. And such seems more like discrete optimization then statistics, or even linear algebra, I am sure it builds off some of those ideas, after all its all math, However I would like to study it specifically. I am pretty well versed in quite a lot of math Calc1-3, Linear Algebra, Stat, DiffEq, NumTheory, Abstract Algebra, so I am not really worried the fundamentals so much.
  11. Already have an understanding of this.
  12. I was wondering if anyone has had any familiarity with approximation algorithms, and if they know of any good introductory texts to the topic.
  13. I was wondering if the stack grows downward in memory and the heap grows upward in memory what happens if they collide?
  14. I would recommend doing the shots in a linked list data structure not an array. Second:   if (shots[n].available == true & shots[n].alive == false)   Should be && logic and. Not bitwise &.
  15. Frank Luna's book on Direct3D is probably the best direct x book there is for an intro.